Description
Updated to v4
Added procedural true 1p/3p animation (ATTENTION! animation works for upper body only, no crouching for now, work in progress), 2 weapons with reload animations for both right-handed and left-handed, with ADS (aim down sight), leans, shooting, vertical aiming, weapon for each hand simultaneously, reload animation speed depends on player dexterity, weapons can be held in one hand depending on strength.
Some videos and pictures are from previous project versions but are still relevant!
This project is build up with blueprints only (no additional c++ code used)
Main features of this project are:
2. Grid inventory system (necessary for proper functioning of the system)
3. Main menu
4. Procedural animation
If you want to fill the firearms magazine at will with any suitable types of ammunition, in any sequence and combination, then you should take a closer look at this project.
For example, you want your 30-round magazine to be filled with a sequence – 3 armor-piercing, then 1 incendiary, then 1 tracer and so on until the end, or you just want the last 5 rounds to be tracer, then you can do all this thanks to this project.
Moreover, you can save any template you have created and use it for any magazine for the same caliber (a magazine with a larger capacity will be filled to the amount specified in the template, and a magazine with a smaller capacity will be limited to its maximum, in any case, the sequence and type of ammunition will correspond to the template).
You can also set the sequence for replacing missing types of ammunition for your template. For example, in the template, the last 5 cartridges are tracer, but they are not in the inventory, then the system will look for a replacement for the missing type according to the replacement sequence which you can set directly. Any replacement sequences you create/change are also saved with the template.
This approach makes magazines for firearms an important and independent part of your equipment, so this project has added the ability to assign both weapons and magazines to keyboard shortcuts (quickslots). With this feature, you can quickly and easily select and add/change the most appropriate magazine for your current tactical situation.
This is quite a unique project, mostly due to its lack of demand =)
In most cases, when you need to make it possible to use different types of ammunition, you simply add an ability to change them at one touch of a button… but if you want it to be more realistic then you should try this project.
I am trying to make a first person shooter template with this feature, progress is not great but i am working on it.
If you want to integrate this shooting system to your project be aware that for proper functioning data for firearms and data for firearms magazines must be non stackable and contain 3 map containers:
Basically each firearm magazine have target loadout (which we can customize as we wish) and current loadout which will be filled with available and suitable ammo in accordance with target loadout during reload.
In the future, the following improvements and additions are planned and will be added as they are ready with an increase in the price of the project (sorry!). Add-ons will be released as an update to this project, so those who buy the project now will be able to simply download it again after the release of the update with all the innovations at no additional cost.
ATTENTION! Grenades are for demonstration only (stackable weapons that can be equiped to player hands) and cannot be used in any way at the moment!
Firearms in this project have chamber. So, to start shooting, you need to send a cartridge into the chamber. For that just equip weapon and press “R” (reload button by default), reload will start if you have suitable magazine for this weapon and suitable bullets, or just drag bullet/stack of bullets to firearm weapon and when mouse enters weapon widget slot for chamber will appear in the top right corner of the widget, then just drop bullet you dragging over this slot.
Save game system consists of 2 parts: CoreSettings (sound opstions, controls etc.) and SaveGame (created when you save game from main menu, each new save will create new SaveGame file). Location “…Unreal ProjectsMATS2SavedSaveGames”
Inventory system allows to use 2 weapons simultaneously and independently (one weapon in each hand) if character has enough strength
W-1 weapon (similar to ak-47) requires 6 STR (strength) to fire with one hand, by default player character has 5 STR, which in enough for one hand usage only for W-2 (similar to FN SCAR-L) so by default with 5 STR player can take W-2 to each hand and shoot them indepenently (be sure that both weapons are loaded and ready to shoot, because for current version reload is supported only for 1 hand animations)
Technical Details
Tech
This project is build up with blueprints (no additional c++ code used)
For presentation purposes used Epic Games templates and starter content
This project requires Unreal Engine 5 (5.0.3) to run as expected
Number of Blueprints: 40+
Input: Keyboard, Mouse
Network Replicated: No
Supported Development Platforms: Windows 64, other platforms have not been tested.
Zipped size: 204 mb
Unzipped size: 327 mb
Notes:
System is map containers based.
During reload, adding new ammo starts with an empty magazine and fills up to the maximum if ammo is enough
Core features might be manually extracted from this project and used in your new or existing one but in this case you will have to integrate them to your inventory system.
Core blueprints for migration are:
Project contains 2 levels: MainMenuLevel and PresentationLevel
Supported Engine Versions
5.0